Tom Clancy's The Division | Tom Clancy's The Division 2 |
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In Tom Clancy's The Division 2, players have access to a wide variety of weapons to use. They are divided up into 6 categories, including the new Rifles category found only in Tom Clancy's The Division 2.
Weapon Archetypes:
Weapons come in different levels and also rarities which will directly impact the stats and in some cases talents (special abilities/buffs) of the gun. On top of that, you can also augment weapons with mods to further customize them to your playstyle.
Signature Weapons for Endgame (Specializations)[]
Upon reaching level 30, agents unlock Specializations. These provide the agent with a structure to make a build upon. Each specialization also comes with a unique weapon that the agent may use, as well as an additional slot to hold that weapon.
- Minigun
- Crossbow
- TAC-50 C Rifle
- K8-JetStream Flamethrower
- M32A1 Grenade Launcher
- P-017 Missile Launcher
Weapon List[]
Signature Weapons | |||
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SHD Technology | |||
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- Named Weapons are variants of already existing weapon types. What makes them unique is that they have a "perfect" version of a talent or a certain attribute that is higher than what would normally be possible. They are also given a name, which appears in a gold-yellow color.
Exotic[]
Exotic Weapons in Tom Clancy's The Division 2 | |||
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Assault Rifles | Eagle Bearer • Capacitor • Chameleon • The Bighorn | ||
Rifles | Ruthless/Merciless • Diamondback • The Ravenous • Doctor Home | ||
Light Machine Guns | Bluescreen • Pestilence • Bullet King | ||
Marksman Rifles | Dread Edict • Mantis • Nemesis | ||
Submachine Guns | Backfire • Lady Death • The Chatterbox | ||
Shotguns | The Lullaby • Sweet Dreams • Scorpio | ||
Sidearms | Liberty • Regulus • Busy Little Bee | ||
Weapon Talents[]
Talents are powerful, special effects that can further enhance or change one's playstyle and effectiveness. The most powerful talents only activate once Agents fulfil their stated requirements.
Tom Clancy's The Division 2 Weapon Talents | ||
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Accurate Effect: +50% Accuracy. Available On: (Only on The Railsplitter) |
Allegro Effect: +12% rate of fire. Available On: (Only on Invisible Hand) |
Boomerang Effect: Critical hits have a 50% chance to return the bullet to the magazine. If a bullet is returned to the magazine the next shot has +40% increased damage. Available On: |
Breadbasket Effect: Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10s. Max stack is 3. Available On: |
Close & Personal Effect: Killing a target within 7 meters grants +30% weapon damage for 10 seconds. Available On: |
Determined Effect: After killing an enemy with a headshot the next shot landed on any enemy will be a guaranteed headshot. While the talent is active killing an enemy will not retrigger the talent. Available On: |
Distance Effect: +100% optimal range. Available On: (Only on The Send-Off) |
Eyeless Effect: Deal +20% weapon damage to blinded enemies. After 4 kills, applies blind to the next enemy you hit. Available On: |
Extra Effect: +50% magazine capacity. Available On: (Only on Rock n'Roll) |
Fast Hands Effect: Critical hits add a stack of 4% reload speed bonus. Max stack is 40. Available On: |
Finisher Effect: Swapping from this weapon within 10 seconds of killing an enemy grants 30% critical hit chance and 30% critical hit damage for 15 seconds. Available On: |
First Blood Effect: If scoped, your first shot fired from out of combat or after fully reloading from empty deals headshot damage to any part of the body hit. |
Flatline Effect: Amplifies weapon damage by 15% to pulsed enemies. After 3 kills, applies pulse to the next enemy you hit. Available On: |
Frenzy Effect: For every 10 bullets in the magazine capacity, gain +3% rate of fire and +3% weapon damage for 5 seconds when reloading from empty. Available On: |
Future Perfect Effect: Weapon kills grant +1 skill tier for 15 seconds. Stacks up to 3 times. Weapon kills at tier 6 grant overcharge for 15 seconds. Overcharge cooldown: 90 seconds. Available On: |
Hidden Rock Effect: Headshots apply confuse. Cooldown: 20 seconds. Available On: (Only on The Sleigher) |
Ignited Effect: Deal +20% weapon damage to burning enemies. After 4 kills, applies burning to the next enemy you hit. Available On: |
In Sync Effect: Hitting an enemy grants +15% skill damage for 5 seconds. Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5 seconds. Damage increases are doubled while both buffs are active at the same time. Available On: |
Jazz Hands Effect: +30% reload speed. Available On: (Only on Cuélebre) |
Killer Effect: Killing an enemy with a critical hit grants +40% critical hit damage for 10 seconds. Available On: |
Lucky Shot Effect: Magazine capacity is increased by 20%. Missed shots from cover have a 100% chance to return to the magazine. Available On: |
Measured Effect: The top half of the magazine has 20% rate of fire and -30% weapon damage. The bottom half of the magazine has -20% rate of fire and +30% total weapon damage. Available On: |
Naked Effect: Whenever your armor is depleted, gain 50% Headshot damage for 5 seconds. Available On: |
Near Sighted Effect: Receive +80% stability at the cost of -35% optimal range. Available On: |
On Empty Effect: Reloading from empty grants +30% weapon handling for 10 seconds. Available On: |
Optimist Effect: Weapon Damage is increased by 3% for every 10% of ammo missing from the magazine. Available On: |
Outsider Effect: After killing an enemy, gain 100% optimal range and +100% accuracy for 10 seconds. Available On: |
Overflowing Effect: Every 3 reloads from empty increases your base magazine size by 100%. Available On: |
Overwhelm Effect: Suppressing an enemy, that is not currently suppressed, grants +10% weapon damage for 12 seconds Max stack is 4. Available On: |
Perpetuation Effect: Headshots grant +50% status effect damage and duration to the next status effect you apply. Cooldown: 20 seconds. Available On: |
Preservation Effect: Killing an enemy repairs 10% armor over 5 seconds. Headshot kills improve the repair by an additional 10%. Available On: |
Primer Rounds Effect: Damaged enemies lose 50% burn resistance for 5 seconds. Available On: (Only on Firestarter) |
Pummel Effect: 3 consecutive kills refills the magazine and grants +40% weapon damage for 10 seconds. Available On: |
Pumped Up Effect: Reloading grants +1% weapon damage for 10 seconds. Stacks up to 25 times. Available On: |
Ranger Effect: Amplifies weapon damage by 2% for every 5 meters you are away from your target. Available On: |
Reformation Effect: Headshots grant +30% skill repair for 15 seconds. Available On: |
Rifleman Effect: Landing headshots adds a stack of bonus +10% weapon damage for 5 seconds. Max stack is 5. Additional headshots refresh the duration. Available On: |
Sadist Effect: Deal +20% weapon damage to bleeding enemies. After 4 kills, applies bleed to the next enemy you hit. Available On: |
Salvage Effect: Killing a target has a 70% chance to refill the magazine. Available On: |
Sledgehammer Effect: Dealing damage with a grenade applies a mark on target. Targets with mark will take 30% more damage to armor have a -20% movement speed. Mark will disappear after 10 seconds. Available On: |
Spike Effect: Headshots grant +20% skill damage for 15 seconds. Available On: |
Steady Handed Effect: Hits grant a stack of +1% Accuracy and Stability. At 100 stacks, consumes them to refill the magazine. Available On: |
Strained Effect: Gain +10% critical hit damage for every 0.5 seconds you are firing. Stacks up to 5 times. Available On: |
Swift Effect: Performing a cover to cover grant +20% weapon damage for 15 seconds. Available On: (Only for The Stinger) |
Twinkling Lights Effect: Only at night with twinkling lights can you fill their heads with festive might. Available On: (Only on Oh Carol) |
Unhinged Effect: Grants +18% weapon damage at the cost of -25% Stability and -25% Accuracy. Available On: |
Unwavering Effect: Swapping to this weapon grants +300% weapon handling for 5 seconds. Kills refresh this buff. Swapping away disables this buff from all weapons for 5 seconds. Available On: |
Vindictive Effect: Killing an enemy with a status effect applied applied grants you and all allies within 15 meters 15% critical hit chance and 15% critical hit damage for 20 seconds. Available On: |
Tom Clancy's The Division 2 Exotic Weapon Talents | ||
Adaptive Instincts Effect: Hitting 30 headshots grants +20% critical hit chance and +50% critical hit damage for 45s. Hitting 75 body shots grants +90% weapon damage for 45s. Hitting 30 leg shots grants +150% reload speed for 45s. Buffs refresh when out of combat. Requirements: |
Agonizing Bite Effect: Diamondback randomly marks an enemy. Hitting that enemy consumes the mark, guaranteeing a critical hit with damage amplified by 20%.
After hitting a mark, all shot fired are guaranteed critical hits for 5s.
A new random enemy is marked afterwards and whenever you reload. |
Big Game Hunter Effect: When Scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot. Headshots grant +2% headshot damage that stacks up to 50 times. Once at full stacks, 10 stacks decay every 4 seconds until all stacks have been removed. Headshots delay decaying of stacks. |
Binary Trigger Effect: This weapon fires on trigger pull and release. If both bullets hit the same enemy, gain a stack. At 7 stacks, shooting an enemy deals +500% amplified damage and creates a 7m explosion dealing +500% weapon damage, consuming the stacks. Requirements: |
Breathe Free Effect: When moving, gain 4 stacks per second, or 8 stacks if sprinting, up to 30 stacks total. Each round fired consumes a stack, amplifying damage by 75%.
Kills grant +20% movement speed for 10s. |
Bullet Hell Effect: This weapon never needs to be reloaded. For every 100 bullets that hit an enemy, replenish some ammo to you and your allies' reserves. |
Busy Little Bee Effect: Each shot to a different target will give 1 stack up to 10, each stack will give 20% weapon damage increase. Stacks will activate once the weapon is switched last for 10 seconds. |
Capacitance Effect: Shooting enemies builds stacks to a cap of 40. Each stack grants 1.5% Skill Damage. After 5 seconds, stacks decay 1 per second. For each Skill Tier gain 7.5% Weapon Damage. |
Disruptor Rounds Effect: Shooting an enemy marks them and adds a stack to the agent up to a count of 50. Shooting a marked enemy refreshes the mark and adds stacks to the agent. When you deploy a non-shield skill, remove all stacks on agent and all marked targets trigger an effect. |
Doctor Home Effect: Shooting and enemy with this weapon will apply a mark for 5 seconds. If a marked target is killed it will drop a 10% Armor repair kit which applies to the whole party when picked up.
The Kit will not give bonus armor. |
Eagle's Strike Effect: Accuracy increases as you continuously fire, up to +30%. Headshot kills grant Tenacity buff for 15s.
The strength of Tenacity is increased by 1% for body shots and 5% for headshots. |
Tenacity Effect: 40-80% of damage taken is delayed until the buff expires. All of the total delayed damage is reduced for each enemy killed while the buff is active, up to 100% with 3 kills. |
Electromagnetic Accelerator Effect: Shots fired from this weapon deal 0-100% weapon damage based on how long the trigger is held before releasing. Requirements: |
Full Stop Effect: Shooting enemies builds stacks to a cap of 20. Headshots grant 2 stacks. Each stack grants 2% Weapon Damage and 5% Headshot Damage. On reload, clear all stacks and gain 5% of your max armor as temp armor for 10 seconds for each stack removed. Headshot kills with this weapon restore all bullets in the magazine. This does not count as a reload. |
Geki and Freki Effect: On trigger-pull, fire both barrels at once. When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder.
Hits from one shoulder will detonate all of the opposite shoulder's primers when present.
When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s.
Primer effectiveness is doubled at 10 stacks. |
The Trap Effect: Tags enemies when in crosshair (maximum of 10). If Agent kills any marked target with a headshot, all other agents will have 50% (20% PVP) movement speed decreased and receive for 10 seconds. Cooldown 30 seconds.
Killing another enemy with a headshot will shorten the cooldown for 10 seconds.
Targets are marked after 1 seconds in crosshairs. |
Septic Shock Effect: Shooting a target applies stacks of venom, which last for 10 seconds. Increasing stacks adds more severe debuffs to the target. Duration of Status Effects is based on percentage of pellets hit on applying shot. |
Sandman Effect: Melee attacks instantly kill non-elite enemies. Cooldown: 15 seconds. |
Regicide Effect: Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit. Requirements: |
Plague of the Outcasts Effect: Hits apply a debuff dealing 100% weapon damage over 10 seconds. This stacks up to 50 times. Whenever an enemy dies with this debuff, all stacks are transferred to a nearby enemy within 25m. |
Payment in Kind Effect: Dealing damage to enemies adds a stack of +1% critical hit damage, up to 200 stacks, lasting 10 seconds. On reload apply a 10 seconds bleed to yourself, which deals 0.5% armor damage per stack. |
Mods[]
- Main article: Modifications
Mods are little things that you can place on your weapons to make the weapon easier and possibly more superior to use than before. You can find mods on weapons that you pick up from dead Hyenas or any other gang threat or just find them in loot boxes or weapon cases, ETC. You can take the mods off those weapons and use it for your own. You can also get mod blueprints through Main/Side Missions. you must go to the Base of Operations to craft the mods. Mods can range from Optic Rails (which ups your critical hit chance), Muzzles (which also ups your critical strike chance), Magazine Slots (also ups critical hit chance as well), and Under barrel Rails (Which increases stability). Keep in mind that some mods can only be used on certain weapons. So check the weapon mod info before crafting the mod.
Grenades[]
This time around, your grenades will be connected to your specialization, which aren't unlocked until level 30. During levels 1 - 29, the Concussion grenade will be the only one available to you.
At level 30, there will be several additional types of grenades available, each tied to a specialization:
- Fragmentation Grenades – Demolitionist
- Incendiary Grenades – Survivalist
- Flashbang Grenades – Sharpshooter
- Riot Foam Grenades - Gunner
- Cluster Grenades - Firewall
- EMP Grenades - Technician
Whenever you switch specialization, you will also switch grenade type. This means that you will never have, for example, a Flashbang and an Incendiary grenade at the same time. However, the Concussion grenade will always be available, no matter what specialization you use.
This makes sure that the grenades can be powerful and useful, without being such a large part of your arsenal, thereby invalidating a lot of other sources of damage. It also means that you will have a much clearer idea of the capabilities of each player in PVP and PVE, depending on how they've chosen their specialization. Not only will it help when facing enemies, it will also add more depth to the assembly of your own squad. Based on what activity you will be engaging with, be it raids, missions, or PVP – different grenade types might be more viable than others.[1]
Gallery[]